Netcode for Entities: New FPS Template - Death and Rebirth

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Memphis Game Developers

Memphis Game Developers

Күн бұрын

Пікірлер: 3
@codingjammer6403
@codingjammer6403 5 күн бұрын
That's actually a pretty big thing to finally be able using the UI-Toolkit with the WorldSpace-Renderer @1:50. But u might need to enable the Inspector debug mode (for PanelSetting) to be able to set world space as render mode. Its a known bug currently
@Maraudical
@Maraudical 20 күн бұрын
Thank you so much for going through all these scripts it is very informative! I was initially super confused by the delayed despawn system but it seems pretty straightforward now. But for the way they have it set up doesn't it mean that if one of the players had super high ping the death vfx may take a split second to actually get spawned since it has to wait until the server enables the delayed despawn component? Wouldn't it be better on the client simulation to check health instead of delayed despawn? Then it'll spawn the VFX instantly since isn't health client predicted?
@MemphisGameDevs
@MemphisGameDevs 19 күн бұрын
Thanks! DOTS is surprisingly straightforward once you get in the mindset. There is a CharacterDeathClientSystem on the client side that makes the vFX request. The vFX system is local only and is not spawning the effects on the network. The DelayedDespawn component will get enabled immediately to all clients on the next tick after the server sees the character health hit 0. Only the client with the bad connection will see the delay
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